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- Wwise Fundamentals (2024.1)
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Working with Audio Session using the Wwise SDK
Wwise SDK - iOS
When receiving a phone call while your app is playing/recording audio and no app switching occurs while the call is active: At the moment the phone rings, your app audio session is deactivated by the system (Phone always has a higher session priority than other tasks) and the phone app is brought to the foreground. The Wwise SDK will receive a 'begin' interruption notification from iOS and suspend ...
Mark them as a higher priority so they get addressed quickly. Run in-studio talks on game sound. These won’t solve everything, but they help raise awareness. Keep them creative rather than technical. Show how audio can elevate gameplay and narrative, share inspiring examples, and let your passion come through. This makes colleagues more likely to see sound as integral to the experience. Finally, protect ...
Random point sources (Element and Element_Loop) have a higher priority than the ambiance-only loops (Loop). So I applied Auto-ducking to the Ambiance_Building_Elements bus to suppress the Ambiance_Building_Loop bus. This way, details can be highlighted when players click the buildings. Based on their locations, I created another two busses: Ambiance_City_Inside and Ambiance_City_Outside. That’s because ...
The audio thread has a priority Above Normal by default. It is important that this thread retains a higher priority. It is also a good practice to keep it on the same CPU core by forcing an affinity in AkPlatformInitSettings::threadLEngine for platforms that support it. 2) The game is processing too much within a Wwise callback function. Locks in callbacks would also make the audio thread wait and ...
Unity 2020.2.1f1 Ak Event : Trigger Enter not working
Questions et réponses
Hello everyone! I am doing some testing on the Unity 3D Game Kit project from Unity Market Place using Unity 2020.2.1f1 (along with Wwise 2019.8.7432) and for some reason i CAN'T make a basic Ak Event "Trigger on: Start" works. Been doing it in several projects for the last 2 years but doesnt seem to work on this version! As always i checked the Rigidbody on my Player Game Object (Ellen), created ...
With this in mind, I mixed the sounds separately for these two gameplay modes based on the auditory priority, combat status, and sample type. Also, I created different Actor-Mixers to organize them. To better implement the project, I decided to build the sound structure in Unity. For the Single-player Campaign mode, there are lots of weapons, objects, and other interactive elements. As such ...
These can also be confusing if the fight scene is already well populated with sound effects and loud music; thus timing, volume, a healthy priority system for your sounds and a reasonable ducking/sidechaining system must be done right, so the execution sounds as natural as possible. Further Notes for Dialogue When text-to-speech is active in the game, it has to be ducked down by any in-world dialogue.
Additional Spatial Audio Features
Wwise Unity Integration
GetStatusString(out bool connected)Returns a rich text string representing the current WAAPI connection status.Definition: AkWaapiUtilities.cs:514 AkEnvironment.AkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities.Definition: AkEnvironment.cs:73 AkEvent.transitionDurationfloat transitionDurationDuration of the fade, in milliseconds. See AK::SoundEngine::ExecuteEventOnAction().
Release Notes 2023.1.0
Wwise SDK
A new member, AkRoomParams::RoomPriority, has been added to AkRoomParams. It is used by the internal Room containment algorithm to determine which Room to assign to a Game Object when it is physically located inside two Rooms (for example, a Room inside another Room). In this case, the room with the higher priority is assigned. WG-59684 Clicking the Display options button in the Capture Log, Audio ...
_ak_open_harmony_sound_engine_8h_source
Wwise SDK - OpenHarmony
AkAndroidSoundEngine.h:83 AkPlatformInitSettings::threadMonitorAkThreadProperties threadMonitorMonitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL)....Definition: AkAndroidSoundEngine.h:88 AkPlatformInitSettings::threadLEngineAkThreadProperties threadLEngineLower engine threading properties.Definition: AkAndroidSoundEngine.h:85 AkPlatformInitSettings::bVerboseSinkbool ...
Using AkEnvironment and AkEnvironmentPortal from the Inspector
Wwise Unity Integration
The AkEnvironment component has the following properties, accessible in the Inspector: Priority: Defines the priority of an environment. The smallest number (0) has the highest priority. If a game object is inside more than four environments, only the four environments with the highest priorities are active (if the Default and Exclude Others flags are not set). Default: A default environment is active ...
_ak_linux_sound_engine_8h_source
Wwise SDK - Linux
AkAndroidSoundEngine.h:83 AkPlatformInitSettings::threadMonitorAkThreadProperties threadMonitorMonitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL)....Definition: AkAndroidSoundEngine.h:88 AkPlatformInitSettings::sampleTypeAkDataTypeID sampleTypeDefinition: AkLinuxSoundEngine.h:65 AkPlatformInitSettings::threadLEngineAkThreadProperties threadLEngineLower engine threading ...
This priority introspection led to multiple important realizations on our current code base. Stability: External Sources and Event-Based Packaging We started the process of improving our integrations by disabling complex workflows that are not always important to every developer. Many of these caused major stability issues and some also could conflict with other equally important developer workflows.
Using AkRoom from the Inspector
Wwise Unity Integration
Typically, lower transmission loss is appropriate for thin walls, while higher transmission loss is appropriate for thicker, more solid walls. Priority: Sets the priority number of a room to be chosen for AK::SpatialAudio::SetGameObjectInRoom() when a game object is in more than one room. Note that the larger number is deemed the higher priority. For example, the room with Priority 2 would be used ...
Known Issues and Limitations
Wwise SDK
WG-43108: Playing the same sound on the same game object repeatedly while: using "offset priority by at max distance", and the game object is in motion, and the number of sound instances is already over the specified limit can end up killing the newest or oldest inaccurately. This is a side effect of an optimization system that prevents the accumulation of new sound instances triggered by the user ...
Release Notes 2024.1.2
Wwise SDK
WG-75965 Fixed: (Spatial Audio) AKASSERT(priority >= 1) in AkOcclusionChecker.h. WG-76021 Fixed: "Virtual source failed becoming physical" error message when using streamed sound. WG-76047 Fixed: Event Actions Set LPF and Set HPF have no effect when executed from Wwise Authoring. WG-76083 Fixed: Crash when generating SoundBanks with a plug-in built using an earlier major version of Wwise. WG-76345 ...
Release Notes 2023.1.2
Wwise SDK
WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70165 Fixed: Switch Containers with fade out on children sometimes leak voices. WG-70215 Fixed: ...
Release Notes 2022.1.11
Wwise SDK
WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70215 Fixed: Infinite loop in Stream Manager when using PinEventToCache in low-memory conditions.
Release Notes 2022.1
Wwise SDK
Note that commands involving editing control keys, such as Left arrow and Insert, will not be executed: key mapping priority will still be given to the editing capabilities. WG-56404 Obstruction and diffraction can now be applied on top of each other, instead of one at a time. WG-56612 Selecting Show in List View in the shortcut menu of an object now brings keyboard focus to the Search field in the ...
Release Notes 2021.1.8
Wwise SDK
WG-57941 Fixed: Priority "offset by distance" is not updated when a voice is virtual due to playback limit and the sound has the Hold Emitter Position and Orientation option selected. WG-58626 Fixed: (Spatial Audio) Spread applied by Spatial Audio is sometimes discontinuous when either the emitter or listener transitions into a portal that is not already on the path. WG-58706 Fixed: Missing migration ...